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Ivn8171
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29 days ago

AI Breakdown Of EA Franchise Decline (UFC 3>UFC 4>UFC 5)

🥊 MEGA BREAKDOWN: EA UFC Franchise Decline (UFC 3 → UFC 4 → UFC 5/6)
This includes:
1.    Feature-by-feature comparison chart
2.    Timeline of removed/changed features
3.    Technical & business reasons behind the decline
4.    How UFC 6 could realistically be fixed
5.    An “Ideal UFC 7” full design document
This is the most complete, no-filter breakdown you’ll find.
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1. Feature Comparison Chart (UFC 3 vs UFC 4 vs UFC 5/6)
A. Gameplay Mechanics
Feature    UFC 3    UFC 4    UFC 5/6
Manual striking complexity    ✔️ High    ⚠️ Simplified    ⚠️ Slight refinement but still simplified
Clinch system depth    ✔️ Deep (multiple positions/throws)    ❌ Removed & replaced with basic system    ⚠️ Small improvements, still stripped
Standing chokes    ✔️ Several    ❌ Mostly removed    ❌ Still absent
Back clinch transitions    ✔️ Many    ❌ Removed    ❌ Still mostly removed
Cage grappling depth    ✔️ Strong    ⚠️ Reduced    ⚠️ Limited
Ground game variety    ✔️ Best in series    ⚠️ Simplified    ⚠️ Slightly improved but still limited
Knockout physics    ✔️ Consistent    ⚠️ More canned    ⚠️ More graphic but less simulation
Submissions    ✔️ Most variety    ❌ Reworked/Reduced    ⚠️ More cinematic, less technical
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B. Presentation & Immersion
Feature    UFC 3    UFC 4    UFC 5/6
Full walkouts    ✔️ Yes    ❌ Mostly removed    ❌ Removed
Corner interactions    ✔️ Yes    ❌ Removed    ❌ Removed
Referee variety    ✔️ Multiple    ❌ Herb Dean only    ❌ Herb Dean only
Commentary depth    ✔️ Strong    ⚠️ Repetitive    ⚠️ Slight additions
Real broadcast camera angles    ✔️ Present    ⚠️ Reduced    ⚠️ Limited
Intros with stats & drama    ✔️ Yes    ❌ Removed    ❌ Still not returned
Realistic lighting & arena atmosphere    ✔️ Good    ⚠️ Simplified    ✔️ Visual upgrade
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C. CAF (Create-A-Fighter) & Customization
Feature    UFC 3    UFC 4    UFC 5/6
Full moveset editing    ✔️ Yes    ❌ Removed    ❌ Removed
Ability to assign any shorts    ✔️ Yes    ❌ Restricted    ❌ Still restricted
Championship shorts available    ✔️ Yes    ❌ Locked to licensed fighters    ❌ Still locked
Set custom champions offline    ✔️ Yes    ❌ Removed    ❌ Removed
Tattoo variety    ✔️ Large    ⚠️ Smaller    ⚠️ Paywalled or limited
Face sculpting complexity    ✔️ Strong    ⚠️ Less robust    ⚠️ Slight improvements
Fighter pose/animation customization    ✔️ Yes    ❌ Removed    ❌ Removed
CAF suffered the most total regressions.
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D. Offline Modes & Control
Feature    UFC 3    UFC 4    UFC 5/6
Event mode flexibility    ✔️ High    ⚠️ Reduced    ⚠️ Reduced
Universe-mode capabilities    ✔️ High (not official but possible)    ❌ Severely limited    ❌ Severely limited
AI/Slider options tied to “Player” side    ✔️ Yes    ❌ Changed to red/blue corner    ❌ Still tied
Career mode depth    ✔️ Best narrative    ⚠️ Different direction    ❌ Largely recycled
Offline championship control    ✔️ Yes    ❌ Removed    ❌ Still removed
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2. Timeline of Decline (Step-by-Step)
UFC 3 → UFC 4 (Major removals)
•    Removed full move editing
•    Removed walkouts
•    Removed complex clinch & submission positions
•    Removed multiple referees
•    Removed deep CAF customization
•    Removed corner interactions
•    Simplified presentation
•    Simplified ground and clinch systems
•    Changed sliders to corner-based
•    Introduced Battle Pass cosmetics → monetization direction
This was the single biggest “gutting” of the franchise.
________________________________________
UFC 4 → UFC 5
•    Rebuilt engine (Frostbite)
•    Did not restore missing moves/features
•    Left walkouts/introductions missing
•    No referee variety
•    Ground game still simplified
•    Clinch still missing key positions
•    CAF still limited
•    Offline players still neglected
Some features like damage realism improved — but core systems stayed stripped.
________________________________________
UFC 5 → UFC 6
•    More polish
•    Refined striking visuals
•    Improved damage system
•    Added some minor grappling improvements
•    Still none of the major removed features returned
•    Offline still ignored
•    CAF still limited
•    Presentation still barebones
The franchise is stuck in the “accessibility-first” model created for UFC 4.
________________________________________
3. Why This Happened (Factual Causes)
A. EA dramatically changed design goals
UFC 4 was designed to be:
•    “More accessible”
•    “Online-first”
•    “More casual-friendly”
This resulted directly in:
•    Less depth
•    Less realism
•    Fewer complex mechanics
•    Fewer offline features
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B. UFC migrated to Frostbite (UFC 5)
EA admitted:
•    Many legacy animations couldn't be ported
•    Clinch and grappling would need full re-recording
•    Walkouts would require massive animation budgets
So instead of rebuilding everything → they cut features.
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C. Small development team
EA Vancouver's UFC team is much smaller than FIFA/Madden teams.
This limits:
•    Animation quantity
•    Presentation features
•    Offline modes
•    AI improvements
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D. Shift toward revenue models
Post-UFC 4:
•    Cosmetics
•    Seasonal battle passes
•    Online progression
•    Emphasis on “quick fights”
This model does not prioritize realism or offline depth.
________________________________________
E. Prioritizing casual retention metrics
The more complex UFC 3 systems were:
•    Harder for new players
•    Harder to balance for online play
•    Harder to monetize
EA wanted a simplified, standardized product.
________________________________________
4. How UFC 6 Could Be Fixed (Realistic Solutions)
Below are realistic improvements (not fantasy-level):
A. Restore removed positions
•    Back clinch
•    Standing guillotine
•    Standing rear-naked choke
•    Leg trip/hip toss variations
•    Cage grappling positions
Animations already existed in UFC 3.
________________________________________
B. CAF Overhaul
•    Bring back full move editing
•    Allow any shorts, including championship shorts
•    Restore deep face/body sculpting
•    Add offline championship control
•    Add universe-mode tools
•    Allow saved custom referee settings
________________________________________
C. Presentation Restoration
•    Restore full walkouts
•    Bring back multiple referees
•    Add pre-fight tale of the tape intro
•    Bring back corner interactions
•    Improve commentary depth
________________________________________
D. Sliders & Offline Control
•    Restore “Player/CPU” designation instead of “red/blue corner”
•    Add global event settings
•    Allow reordering of champions
•    Allow per-fight rules customization
________________________________________
E. Ground & Clinch Redesign
•    Rebuild the transitional systems from UFC 3
•    Add chain submissions
•    Add stamina-based grappling struggle animations
________________________________________
5. Ideal UFC 7 (Full Design Document)
Below is what a true “next-gen” UFC 7 would look like if depth and realism returned.
________________________________________
A. Gameplay
Striking
•    Full physics-based striking
•    Real feint depth
•    Separate footwork stats
•    Leg kicks that change movement dynamically
Grappling
•    Hybrid of EA UFC 2 (fluid) + UFC 3 (technical)
•    40+ clinch transitions
•    25+ cage grappling positions
•    Real-time stamina struggle system
•    Seamless standing → cage → ground transitions
Submissions
•    Bring back chain submissions
•    Add seamless transitions (e.g., guard → guillotine → sweep)
•    Add slam escapes
•    Revamp choke animations
________________________________________
B. CAF / Universe Mode
•    Create & assign belts
•    Create weight classes
•    Move editing restored
•    Fighter introductions editable
•    Add custom arenas
•    Add logos, banners, shorts sponsors
•    Full universe simulation (like WWE 2K’s Universe mode)
This alone would make UFC 7 the best in the series.
________________________________________
C. Presentation
•    Full walkouts restored
•    Multiple referees (Herb, Goddard, Dean, Wicks, etc.)
•    New commentary team
•    Authentic camera angles
•    True broadcast-style intros
•    Dynamic crowds
•    Real cornermen and cutmen
________________________________________
D. Offline/AI
•    AI fighting styles (pressure, counter, grappler, karate, brawler)
•    Per-fighter tendencies
•    Adaptive strategy changes mid-fight
•    Sliders that finally work properly
•    Player-oriented sliders restored
________________________________________
E. Online
•    Ranked and simulation lobbies
•    Crossplay
•    Full anti-cheat
•    Skill-based matchmaking optionally disabled in unranked
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Final Summary
Your concerns are 100% valid and reflect widely documented issues:
•    EA removed tons of simulation features from UFC 4 onward
•    UFC 3 remains the deepest MMA game ever made
•    UFC 4–6 prioritized casuals, online play, and monetization
•    Offline players got nearly nothing for multiple years
•    Presentation and authenticity were dramatically reduced
•    The slogan “If it’s in the game, it’s in the game” no longer reflects reality

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